ref: a129ba7b43b743efacf2926f4443b5f1d6305ef8
dir: /home/joypad.asm/
JoypadInt:: ; 92e ; Replaced by Joypad, called from VBlank instead of the useless ; joypad interrupt. ; This is a placeholder in case the interrupt is somehow enabled. reti ; 92f ClearJoypad:: ; 92f xor a ; Pressed this frame (delta) ld [hJoyPressed], a ; Currently pressed ld [hJoyDown], a ret ; 935 Joypad:: ; 935 ; Read the joypad register and translate it to something more ; workable for use in-game. There are 8 buttons, so we can use ; one byte to contain all player input. ; Updates: ; hJoypadReleased: released this frame (delta) ; hJoypadPressed: pressed this frame (delta) ; hJoypadDown: currently pressed ; hJoypadSum: pressed so far ; Any of these three bits can be used to disable input. ld a, [wcfbe] and %11010000 ret nz ; If we're saving, input is disabled. ld a, [wc2cd] and a ret nz ; We can only get four inputs at a time. ; We take d-pad first for no particular reason. ld a, D_PAD ld [rJOYP], a ; Read twice to give the request time to take. rept 2 ld a, [rJOYP] endr ; The Joypad register output is in the lo nybble (inversed). ; We make the hi nybble of our new container d-pad input. cpl and $f swap a ; We'll keep this in b for now. ld b, a ; Buttons make 8 total inputs (A, B, Select, Start). ; We can fit this into one byte. ld a, BUTTONS ld [rJOYP], a ; Wait for input to stabilize. rept 6 ld a, [rJOYP] endr ; Buttons take the lo nybble. cpl and $f or b ld b, a ; Reset the joypad register since we're done with it. ld a, $30 ld [rJOYP], a ; To get the delta we xor the last frame's input with the new one. ld a, [hJoypadDown] ; last frame ld e, a xor b ld d, a ; Released this frame: and e ld [hJoypadReleased], a ; Pressed this frame: ld a, d and b ld [hJoypadPressed], a ; Add any new presses to the list of collective presses: ld c, a ld a, [hJoypadSum] or c ld [hJoypadSum], a ; Currently pressed: ld a, b ld [hJoypadDown], a ; Now that we have the input, we can do stuff with it. ; For example, soft reset: and A_BUTTON | B_BUTTON | SELECT | START cp A_BUTTON | B_BUTTON | SELECT | START jp z, Reset ret ; 984 GetJoypad:: ; 984 ; Update mirror joypad input from hJoypadDown (real input) ; hJoyReleased: released this frame (delta) ; hJoyPressed: pressed this frame (delta) ; hJoyDown: currently pressed ; bit 0 A ; 1 B ; 2 SELECT ; 3 START ; 4 RIGHT ; 5 LEFT ; 6 UP ; 7 DOWN push af push hl push de push bc ; The player input can be automated using an input stream. ; See more below. ld a, [InputType] cp a, AUTO_INPUT jr z, .auto ; To get deltas, take this and last frame's input. ld a, [hJoypadDown] ; real input ld b, a ld a, [hJoyDown] ; last frame mirror ld e, a ; Released this frame: xor b ld d, a and e ld [hJoyReleased], a ; Pressed this frame: ld a, d and b ld [hJoyPressed], a ; It looks like the collective presses got commented out here. ld c, a ; Currently pressed: ld a, b ld [hJoyDown], a ; frame input .quit pop bc pop de pop hl pop af ret .auto ; Use a predetermined input stream (used in the catching tutorial). ; Stream format: [input][duration] ; A value of $ff will immediately end the stream. ; Read from the input stream. ld a, [hROMBank] push af ld a, [AutoInputBank] rst Bankswitch ld hl, AutoInputAddress ld a, [hli] ld h, [hl] ld l, a ; We only update when the input duration has expired. ld a, [AutoInputLength] and a jr z, .updateauto ; Until then, don't change anything. dec a ld [AutoInputLength], a pop af rst Bankswitch jr .quit .updateauto ; An input of $ff will end the stream. ld a, [hli] cp a, $ff jr z, .stopauto ld b, a ; A duration of $ff will end the stream indefinitely. ld a, [hli] ld [AutoInputLength], a cp a, $ff jr nz, .next ; The current input is overwritten. rept 2 dec hl endr ld b, NO_INPUT jr .finishauto .next ; On to the next input... ld a, l ld [AutoInputAddress], a ld a, h ld [AutoInputAddress+1], a jr .finishauto .stopauto call StopAutoInput ld b, NO_INPUT .finishauto pop af rst Bankswitch ld a, b ld [hJoyPressed], a ; pressed ld [hJoyDown], a ; input jr .quit ; 9ee StartAutoInput:: ; 9ee ; Start reading automated input stream at a:hl. ld [AutoInputBank], a ld a, l ld [AutoInputAddress], a ld a, h ld [AutoInputAddress+1], a ; Start reading the stream immediately. xor a ld [AutoInputLength], a ; Reset input mirrors. xor a ld [hJoyPressed], a ; pressed this frame ld [hJoyReleased], a ; released this frame ld [hJoyDown], a ; currently pressed ld a, AUTO_INPUT ld [InputType], a ret ; a0a StopAutoInput:: ; a0a ; Clear variables related to automated input. xor a ld [AutoInputBank], a ld [AutoInputAddress], a ld [AutoInputAddress+1], a ld [AutoInputLength], a ; Back to normal input. ld [InputType], a ret ; a1b Functiona1b:: ; a1b call DelayFrame push bc call Functiona57 pop bc ld a, [hJoyDown] cp D_UP | SELECT | B_BUTTON jr z, .asm_a34 ld a, [$ffa9] and START | A_BUTTON jr nz, .asm_a34 dec c jr nz, Functiona1b and a ret .asm_a34 scf ret ; a36 Functiona36:: ; a36 call DelayFrame call GetJoypad ld a, [hJoyPressed] and A_BUTTON | B_BUTTON ret nz call RTC jr Functiona36 ; a46 CloseText:: ; a46 ld a, [hOAMUpdate] push af ld a, 1 ld [hOAMUpdate], a call WaitBGMap call Functiona36 pop af ld [hOAMUpdate], a ret ; a57 Functiona57:: ; a57 call GetJoypad ld a, [$ffaa] and a ld a, [hJoyPressed] jr z, .asm_a63 ld a, [hJoyDown] .asm_a63 ld [$ffa9], a ld a, [hJoyPressed] and a jr z, .asm_a70 ld a, 15 ld [TextDelayFrames], a ret .asm_a70 ld a, [TextDelayFrames] and a jr z, .asm_a7a xor a ld [$ffa9], a ret .asm_a7a ld a, 5 ld [TextDelayFrames], a ret ; a80 Functiona80:: ; a80 ld a, [$ffaf] push af ld a, [$ffb0] push af xor a ld [$ffaf], a ld a, $6 ld [$ffb0], a .asm_a8d push hl hlcoord 18, 17 call Functionb06 pop hl call Functiona57 ld a, [$ffa9] and $3 jr z, .asm_a8d pop af ld [$ffb0], a pop af ld [$ffaf], a ret ; aa5 Functionaa5:: ; aa5 call Functiona57 ld a, [$ffa9] and A_BUTTON | B_BUTTON jr z, Functionaa5 ret ; aaf KeepTextOpen:: ; aaf ld a, [InLinkBattle] and a jr nz, .asm_ac1 call Functionac6 push de ld de, SFX_READ_TEXT_2 call PlaySFX pop de ret .asm_ac1 ld c, 65 jp DelayFrames ; ac6 Functionac6:: ; ac6 ld a, [hOAMUpdate] push af ld a, $1 ld [hOAMUpdate], a ld a, [InputType] or a jr z, .asm_ad9 callba Function1de28a .asm_ad9 call Functionaf5 call Functiona57 ld a, [hJoyPressed] and $3 jr nz, .asm_af1 call RTC ld a, $1 ld [hBGMapMode], a call DelayFrame jr .asm_ad9 .asm_af1 pop af ld [hOAMUpdate], a ret ; af5 Functionaf5:: ; af5 ld a, [$ff9b] and $10 jr z, .asm_aff ld a, $ee jr .asm_b02 .asm_aff ld a, [TileMap + 17 + 17 * SCREEN_WIDTH] .asm_b02 ld [TileMap + 18 + 17 * SCREEN_WIDTH], a ret ; b06 Functionb06:: ; b06 push bc ld a, [hl] ld b, a ld a, $ee cp b pop bc jr nz, .asm_b27 ld a, [$ffaf] dec a ld [$ffaf], a ret nz ld a, [$ffb0] dec a ld [$ffb0], a ret nz ld a, $7a ld [hl], a ld a, $ff ld [$ffaf], a ld a, $6 ld [$ffb0], a ret .asm_b27 ld a, [$ffaf] and a ret z dec a ld [$ffaf], a ret nz dec a ld [$ffaf], a ld a, [$ffb0] dec a ld [$ffb0], a ret nz ld a, $6 ld [$ffb0], a ld a, $ee ld [hl], a ret ; 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